Export Sharp Edges as Vertex Normals – Day 3

Small day, mostly coded a (rough) split normals export for OBJ (replaces the more basic “Export Normals” current behavior), to test the WIP code, and packaged a build on Graphicall (sorry, linux64 only), using those patches: core code and exporter script.

Now I need some people having access to 3DS Max or Maya (or any other “reference” OBJ importer 😉 ) to make some tests with real-case objects. I see not much point in working on the API & co until the core code is validated!

Just FYI, here is an export of a simple cube with two non-crossing edge loops marked as sharp:

# Blender v2.68 (sub 2) OBJ File: 'temp.blend'
# www.blender.org
o Cube
v 1.000000 -1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 -1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v 1.000000 1.000000 -0.999999
v 0.999999 1.000000 1.000001
v -1.000000 1.000000 1.000000
v -1.000000 1.000000 -1.000000
vn -0.000000 -0.707107 0.707107
vn 1.000000 0.000000 0.000000
vn 0.000000 -0.707107 -0.707107
vn -0.000000 0.707107 0.707107
vn -1.000000 -0.000000 -0.000000
vn 0.000000 0.707107 -0.707107
s 1
f 1//3 2//1 3//1 4//3
f 5//6 8//6 7//4 6//4
f 1//2 5//2 6//2 2//2
f 2//1 6//4 7//4 3//1
f 3//5 7//5 8//5 4//5
f 5//6 1//3 4//3 8//6
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